> Twenty Five Years Later id Software Still Giving a Masterclass In Level Design

Wes Fenlon at PCGamer:

The Wizard’s Manse isn’t a flashy level, but it sets up some of Quake’s best ideas to come. The next level, The Dismal Oubliette, closes out episode two with a great centerpiece, an L-shaped bridge that eventually rotates as you progress and find buttons that activate it. At the start, it taunts you with paths you can’t take, one holding a tantalizing 150 point yellow armor. But there’s also armor in the very first room you start in, which means that yellow armor is actually a premonition: You’re gonna need that later. The Dismal Oubliette has just as much fun with medieval contraptions as The Wizard’s Manse. Its first room off the center bridge makes you press a switch to raise a set of stairs out of a pool, and another switch seems like it’ll probably rotate that bridge you just left. But no, it actually opens a secret door, the kind you usually have to discover with a shotgun blast to a suspicious wall. Behind this lies a whole new area with an intimidating tower (and moat!) in front of you, guarded by a lightning-throwing Shambler. In hindsight, hiding all this behind a secret door makes a lot of sense if you know what oubliette means. The tower ends with a satisfying loop back to the far side of the moat you had to cross to reach it, and the second area that spokes off the center bridge also sends you up to two enemy-packed floors on an elevator before returning to the ground floor to claim your prize, the final bridge button. his style of design still exists in games today, but most big-budget shooters are about crossing a larger map and surviving setpieces along the way. Nothing wrong with that, but it doesn’t trigger the almost Pavlovian reaction my brain has to closing a loop in a classic shooter, where every accomplishment ends in the revelation that all this time, I was actually just feet away from where I started. It’s like a slight-of-hand card trick: Even when I know it’s coming, it’s still a tiny thrill.

Quake’s levels were certainly not interesting to look at for the most part. As some would say they were “fifty shades of brown” and I guess some things never change since some of the most popular games are still, well, mostly brown. But the mazes that they were? Incredible. Especially considering this was the first time id had a full 3D pallet to work with. Quake really was a masterclass in a lot of things and level design is certainly one of them. This isn’t just for single player modes either. DM3 is a classic map worth taking some lessons from even today.

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> Olympic Athletes Parade of Nations Featured Nothing But Video Game Tracks

Michael McWhertor, Polygon:

Athletes from Greece walked through the eerily empty stadium to Dragon Quest’s “Overture: Roto’s Theme” followed immediately by Final Fantasy’s “Victory Fanfare.” Square Enix role-playing games were well represented at the Olympic opening ceremony, with selections from the SaGa, Chrono, Kingdom Hearts, and Nier series. Even Gradius and Soulcalibur made an appearance! (Suspiciously absent, however, was anything related to Nintendo or Pokémon, but at least Sonic the Hedgehog music was there.) Here’s the full list of video game music played at the 2020 Tokyo Olympics:
  • Dragon Quest “Roto’s Theme”
  • Final Fantasy “Victory Fanfare”

  • Tales of series “Sorey’s Theme – The Shepherd”

  • Monster Hunter series “Proof of a Hero”

  • Kingdom Hearts “Olympus Coliseum”

  • Chrono Trigger “Frog’s Theme”

  • Ace Combat “First Flight”

  • Tales of series “Royal Capital Majestic Grandeur”

  • Monster Hunter “Wind of Departure”

  • Chrono Trigger “Robo’s Theme”

  • Sonic the Hedgehog “Star Light Zone”

  • Pro Evolution Soccer “eFootball Walk-on Theme”

  • Final Fantasy “Main Theme”

  • Phantasy Star Universe “Guardians”

  • Kingdom Hearts “Hero’s Fanfare”

  • Gradius “01 Act I-1”

  • Nier “Song of the Ancients”

  • SaGa series “The Minstrel’s Refrain: SaGa Series Medley 2016”

  • Soulcalibur “The Brave New Stage of History”

Usually these things revolve around a country’s history and culture. More modern parts of those things tend to get left out so it was really nice to see Japan embrace the modern parts of it’s culture. After all, in modern times at least, the two biggest cultural things to come out of Japan are video games and anime. Its a shame there were no Nintendo tracks though. Some of their music is probably the most iconic in gaming and holds a historical significance in putting video games on the proverbial map. Still, it was awesome enough to hear these tracks, especially Final Fantasy and SoulCalibur. But I would’ve lost my shit if I heard The Legend of Zelda. > ▋

> Activision Blizzard Sued Over ‘Frat Boy’ Culture

Maeve Allsup, Blooberg Law:

A two-year investigation by the state agency found that the company discriminated against female employees in terms and conditions of employment, including compensation, assignment, promotion, and termination. Company leadership consistently failed to take steps to prevent discrimination, harassment, and retaliation, the agency said. According to the complaint, filed Tuesday in the Los Angeles Superior Court, female employees make up around 20% of the Activision workforce, and are subjected to a “pervasive frat boy workplace culture,” including “cube crawls,” in which male employees “drink copious amounts of alcohol as they crawl their way through various cubicles in the office and often engage in inappropriate behavior toward female employees.” The agency alleges male employees play video games during the workday while delegating responsibilities to female employees, engage in sexual banter, and joke openly about rape, among other things.

This is some serious shit. Given that it’s Activision though? Shocking but not surprising, unfortunately. If these allegations are true, I hope they get their clock cleaned.

Female employees working for the World of Warcraft team noted that male employees and supervisors would hit on them, make derogatory comments about rape, and otherwise engage in demeaning behavior, the agency alleges.

This though, given that it’s Blizzard, is surprising. Blizzard is one of the oldest and most revered studios in the industry. Blizzard is one of those “Dream Job” places for aspiring programmers and game developers. Very disappointing.

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> Quake Turns 25

It’s very rare that we celebrate the anniversary of a video game and when we do it’s usually because it either has a soft spot in our hearts due to some kind of nostalgia or it was a landmark title in an already established genre. We might look back fondly on a game like the original Tomb Raider in 1996 because it was a fantastic game that still manages to stand up today, even though the action-adventure genre was well established. While Halo is nothing new and realistically isn’t very special, it defined the first person shooter genre for a new generation and was the first truly successful title of that genre on consoles. Until then almost every other shooter had been a PC port. You could make the same case for Golden Eye on the N64. People do remember it fondly for the good times they had, and it is considered a success story, but it wasn’t anything new, unlike Halo. In the case of all these titles their genres were already well defined and while these titles all pushed the boundaries of technology at the time, none of what they did was new. So it’s a very rare occasion indeed that we can celebrate a game that not only helped define a genre but one that also managed to push it forward to where it’s influence can be felt twenty five years later in the most popular franchises as well as still being played today. That game is Quake.

For me playing Classic Quake, as it’s come to be called, online, for the first time at the dawn of online gaming was like doing heroine for the very first time. One game and I was addicted. Quake was fast, chaotic, fun as fuck, and I wanted more of it. One game of Free For All death match1 and I was hooked. Before Quake it was fighting games like Mortal Kombat and Street Fighter. After playing my first games of death match, I just couldn’t go back to playing offline with just my friends. It simply wasn’t the same. To say it was a life changing experience would not be an understatement. It changed the way I played games and the way I looked at them. Stories are still great, but nothing beats outsmarting another player. Consoles made me a gamer. Quake made me a PC Gamer and an online gamer.

Today we expect games to have a multiplayer component of some sort. Hell, some modern games are strictly multiplayer only. That wasn’t the case when Quake released. If Doom is credited with lighting up corporate LANs, Quake, with it fast and brutal multiplayer, lit up the internet and changed gaming. Remember, this was also at a time when most people were still on 56k dial up with Pentium processors and graphics cards were just beginning to emerge and certainly were not the norm. In fact, it was Quake, with its new lighting technologies and high polygon count, that made graphics cards a necessity.

Quake’s technological achievements are impressive but before we start with those let’s talk a little about the game itself. We can wax poetic over the single player campaign and while it’s a good game it isn’t terribly special. What sets Quake apart from other games at the time and what makes it such a pillar of modern gaming are really two things. Its graphics engine and its multiplayer component. Without either of these things we wouldn’t have modern gaming as we know it.

Quake’s single player campaign starts with you in a chamber with the various difficulty levels laid out before you. Walking through the Slipgate takes you to another room where you can choose your episode. This was typical of id shooters at the time. Quake, like Doom before it, consisted of four episodes. The difference this time was that each episode had its own flavor. From the zombified military base of the first episode, to medieval castles, and Lovecraftian halls. Unlike Doom each episode is distinct in and of itself. That said, the game maintains an air of deep, dark hallways, tight corridors, and monsters, like the Shambler, that will scare the bejeezus out of you. Collecting a rune at the end of each episode brought you closer to fighting the end boss, Shub-Niggurath, and saving the day for humanity. Like Doom and Wolfenstein, Quake isn’t much for story and that’s not a bad thing.

Speaking about the campaign, we would be remiss if we didn’t speak about the fantastic job Trent Reznor (Yes, that Trent Reznor) did with the soundtrack. The ambience that it creates for these dark hallways adds a whole other dimension to them. It at times subtle while at others disturbing. Often times it’s both. To quote Trent himself with the most apt description I’ve ever heard of it:

“it is not music, it’s textures and ambiences and whirling machine noises and stuff. We tried to make the most sinister, depressive, scary, frightening kind of thing […] It’s been fun.”

Trent also did the sound effects for the game. Again, he did such a wonderful job that all of these sounds are instantly recognizable to anyone who spent any amount of time with the game. The sound of that grenade will stay with me until the day I die.

However it’s in these levels that we get our first taste of what Quake did so right. It was the first game of its kind to be fully 3D. Where Doom and Wolfenstein enabled you to simply look and move left and right on X and Y axis, Quake gave us a Z axis. We now had the ability to look up and down. No longer were the levels simply two dimensional pathways as was the case with Wolfenstein, or, as was the case with Doom, a sort of 2.5D2. Now we were able to truly climb, and the levels contained a verticality to them that Doom was missing. What this means is that puzzles could now be vertical as well. Finding a switch to open a door could now mean dropping in from above or swimming through a flooded pipe. Over or under in addition to the tried and true level design of simply going around or hiding it nearby.

We can’t talk about Quake without talking about the graphics engine. Trace any modern first person shooter and you’ll most likely end up at Quake. As I said above, Quake was the first game to go fully 3D. That means everything was fully rendered and was no longer just prerendered sprites. For the first time you could walk around a monster and see, literally, all of it. And this didn’t just stop at the enemies. Even weapon projectiles and explosions were fully rendered, three dimensional, polygonal, objects.

In 1996 these things alone would’ve been quite an impressive feat. But what good would all these polygons be without an impressive new lighting system to go with them? Quake was the first game to use light maps. Light maps are what enabled the levels to have these dark and creepy hallways. Previously rooms and hallways were essentially either lit or they weren’t. Yes, they could have torches and light sources to give the room a look and feel but there weren’t a lot of shadows or variance in that light. Sure you could have a sort of varying degree of light in a cave let’s say, but the result was mostly that of an artist’s work. It was by no means even close to natural. Think of it like a dimmer switch: the artist can set the room lighting to whatever they wanted but once it was set, it was set. Light maps changed that. By using these light maps, they could bring in an early version of dynamic lighting. Walking down a hallway that was well lit but with a gap in torches, the hallway could be darker in the places where there were no troches. It also allowed for projectiles and explosions to be light sources. Launching a rocket down a hallway now lit up the dark parts of it by casting light on the walls around it. Its techniques like this that would allow later games like Call of Duty and even Counter Strike 1.6 to have things like muzzle flash.

The graphics engine alone would be enough to cement Quake with a legacy in gaming, but id wasn’t quite done yet. When Quake launched, it launched with a multiplayer component. While it did work, it didn’t quite fit in with the emerging internet at the time. Quake’s multiplayer client was spec’d closer to Doom’s. Meaning it was built more for LANs and low latency connections which were mostly only available in corporate offices and universities at the time. What the team didn’t count on was that it would end up being wildly popular.

From Carmack’s .plan file 08/08/1996:

The big difference is in the net code. While I can remember and justify all of my decisions about networking from DOOM through Quake, the bottom line is that I was working with the wrong basic assumptions for doing a good internet game. My original design was targeted at Ok, I made a bad call. I have a T1 to my house, so I just wasn’t familliar with PPP life. I’m adressing it now.

The updated multiplayer component wound up being called QuakeWorld but it was essentially nothing more than a re-write of Quake’s multiplayer netcode and the rest, honestly, is history. What started with a small but fierce player base of old school nerds, Quake has managed to turn that into something that, as I write this in June of 2021, is essentially mainstream. Made online play famous? Quake. The first e-sports tournaments? Quake. Influenced a generation of budding programmers due to it’s ability to be modded? Quake. Game modes that we take for granted today started as Quake mods. Team Fortress now stads as a whole separate game after Valve went on to hire the entire team behind the original Quake mod. Capture the flag is basically an online staple. Quake blew the doors to online play and didn’t look back.

Between the graphics engine and the multiplayer we would not have today’s games without Quake. So many modern multiplayer titles from modern COD to Apex Legends come back to Quake in one way or another. We take these things in games for granted today but in 1996 these things were new and they were pushing boundaries. Remember, these were the last days of Intel 486 chips and the early days Pentiums. We’re talking CPU speeds of roughly 50-100 Mhz and this thing wouldn’t even run on a 486 due to the chip’s limitations with floating point math3. Graphics cards as we know them now barely existed. There were precursors to what was to come but it was Quake that largely kicked off the graphics card race that we still have to this day between Nvidia and what was ATI, now owned by AMD. It was Carmack’s port to the OpenGL and 3DFX VooDoo Graphics Glide APIs that made this happen. Without that graphics card race other engines like Unreal may not have had the hardware to flourish on. Battlefield certainly wouldn’t have been able to popularize large scale online games without Quake making online play popular.

While I wouldn’t have the opportunity to play online until the summer of 1997, it completely changed my world. Before that I was playing fighting games with my friends on SNES. Quake was my first taste at what a smooth online game should feel like. It was fast, chaotic, easy to pick up yet impressively deep and incredibly punishing. I fully believe that those design decisions are still some of the best in gaming and those are the ones that truly successful titles carried forward into today’s games. Make it easy to play and hard to master. All of my first person shooter skills come back to those early days and marathon sessions of Quake.

The Arena Shooter that Quake pioneered all those years ago may have fallen out of favor but it’s spirit lives on through today’s games. Call of Duty got it’s start on id Tech 34. That id Tech 3 engine that was so impressive at the time now is the very core of IW 8 which powers Call of Duty Warzone and Modern Warfare 20195. It will also power the upcoming Sledgehammer Call of Duty title releasing this year. Apex Legends, like Titanfall before it, is running on a modern version of Source, which is just Valve’s version of id Tech 2, the Quake engine. The Battle Royale genre that is so prevalent today is just a more complex version of that arena shooter from ages ago. It’s still every man for themself, just on a much bigger map. While the use of newer id Tech engines has waned over the years for various reasons the fact that the core of these engines, even if the engines themselves are heavily modified, is an impressive feat. Quake, and the Quake engine, are one of the biggest contributions to gaming, and, perhaps just as importantly, helped push computing forward in it’s own resource hungry way.

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  1. Commonly called vanilla death match 
  2. While you could go up and down on platforms and stairs you essentially never left the X/Y axis. 
  3. Remember that back in the pre-pentium days Intel CPUs, if not all CPUs, were not good with the floating point math needed for complex 3D game engines like these. Hell, PCs couldn’t even do smooth side scrolling ala Super Mario Brothers on the good old 8 bit NES let alone handle massive amounts of complicated geometry. Sure it could do math, but put that math on screen in a timely fashion? Not so much. 
  4. Commonly known as the Quake 3 Engine. 
  5. While still id Tech at it’s core Cold War is running on a previous Treyarch version of the COD engine. 

> Windows 11 Leaks. Looks familiar to Mac users.

Something about this just seems really really familiar. I can’t quite tell what it is but I feel like I’ve been using this for a while while now. The rounded corers…. The centered apps in the ~dock~ taskbar… I just can’t quite put my finger on what it could be.

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> Convenience vs Security: Venmo Edition

BuzzFeed News found President Joe Biden’s Venmo account after less than 10 minutes of looking for it, revealing a network of his private social connections, a national security issue for the United States, and a major privacy concern for everyone who uses the popular peer-to-peer payments app. On Friday, following a passing mention in the New York Times that the president had sent his grandchildren money on Venmo, BuzzFeed News searched for the president’s account using only a combination of the app’s built-in search tool and public friends feature. In the process, BuzzFeed News found nearly a dozen Biden family members and mapped out a social web that encompasses not only the first family, but a wide network of people around them, including the president’s children, grandchildren, senior White House officials, and all of their contacts on Venmo.

Jesus christ. Do people not know how to use privacy features of apps or do they just not careß? I’m sure someone like Biden has someone do this for him so I’m not even sure that he’s at fault for this. This is just completely unnecessary.

Privacy advocates and journalists have warned about Venmo’s privacy problems for years, yet the PayPal-owned app has persisted with features that can place people — including the president of the United States — at risk. While many critics have focused on how the app makes all transactions public by default, Venmo’s friend lists are arguably a larger privacy issue. Even if a Venmo account is set to make payments private, its friend list remains exposed. There is no setting to make this information private, which means it can provide a window into someone’s personal life that could be exploited by anyone — including trolls, stalkers, police, and spies. No other major social network or service has contact-based friend lists that are publicly accessible by default to anyone — and that cannot be made private. People use Venmo to get paid, often using their real names. They often also import their phone contact lists or Facebook friend lists — which the app highly encourages when you sign up — creating networks where people automatically “friend” dozens if not hundreds of other Venmo users to allow them to find people they want to pay more easily. Venmo makes it impossible for users to hide their list of friends. To remove someone as a friend, a user has to unfriend the person manually.

I really don’t care if my friends know someone paid me for something or I split a bill at dinner. That’s bad but not the end of the world though I feel those things should absolutely be private. The problem is that I don’t want, quite literally in Venmo’s case, the world to know that I’m sending any amount of money to anyone. At least you can make transactions private, as they should be by default. I still don’t understand why I can open my app and see a list of transactions from complete strangers. Mutual friends paying each other or friends paying friends I may not know? I can kinda understand that. Strangers? Not so much. This should be opt-in not opt-out.

The fact that friend’s lists are public – and can’t be made private at all is such a huge security risk. Look at how just with a mere mention that it exists, Buzzfeed was able to find The President’s Venmo account. That’s a major national security risk. Imagine what could happen if a foreign government gets this kind of information. I’m not just talking about the president either. This is an issue for anyone working with any kind of security clearance.

Several former Venmo employees told BuzzFeed News that Venmo’s public transaction feed and friend lists were integral to the app’s early design. Launched in 2009 as a simple and free way to transfer money between friends, it relied heavily on the social dynamics pioneered on Facebook. People were unafraid to publicly share that they had paid their friends for pizza after a night out or were splitting a gas bill among their roommates. The idea, according to one former engineer, is that building off someone’s social network was a much easier way for someone to trust who they were paying or receiving money from. Since then, the app has become one of PayPal’s main drivers of growth, clearing $51 billion in payments during the first three months of 2021.

This was never really a good idea but I can completely understand the thinking. In 2009 Nobody was thinking that anything we did on the internet mattered. After all, it was during this time we were not only signing up for things like Facebook and literally dumping our entire lives on there. So I get the inclination to capitalize on social dynamics. But honestly, if you don’t know a person or can’t reach out to someone who does why are you even sending them money in the first place? I can kind of understand this position from a naive 2009 standpoint but in 2021? Guys… C’mon.

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> Doom Eternal Getting DLSS But More Importantly It’s Also Getting Ray Tracing

id Software and Bethesda Softworks’ DOOM Eternal launched last year to critical acclaim and the adoration of fans, who can’t get enough of the franchise’s frantic action, spectacular visuals, and amazing gameplay. Powered by idTech, id’s incredibly fast game engine, DOOM Eternal is pushing the visual boundaries even further by adding ray-traced reflections and performance enhancing NVIDIA DLSS. NVIDIA DLSS (Deep Learning Super Sampling) is a groundbreaking AI rendering technology that increases graphics performance using dedicated Tensor Core AI processors on GeForce RTX GPUs. NVIDIA DLSS taps into the power of a deep learning neural network to boost frame rates and generate beautiful, sharp images for your games.

I really didn’t think that Doom Eternal would benefit much from Ray Tracing but its undeniable. The results are just incredible. Some of the changes are as subtle as simple reflections on glass or water or even just environmental damage to the level but oh my god does the game look a thousand times better. I had heard they were going to do this and honestly I thought it would be a waste of time to go back and add this but I was wrong. The result is undeniable. It’s reminiscent of when Quake got its GLQuake OpenGL variant. It’s so good it makes want to play through the game again just to see it all in it’s RTX glory. It’s that good. I implore you to check out the comparison video

Speaking of, a Classic Quake reboot would look incredible with ray traced shadows and lighting. It really is the one game that absolutely screams for this technology to be used. Those super dark, torch lit hallways. The chambers lit by nothing but lava. Rockets lighting their path down a dark hallway. Shotgun blasts lighting the immediate area for just a second in a dimly lit room, casting shadows on monsters just out of sight while they charge at you…. And can you Imagine the glow of that lightning gun?

I, and I suspect a lot of other people, would absolutely kill for a Classic Quake reboot with this tech and I know id would absolutely do it justice after what they’ve done with Doom. Lots of people are still playing Quake Live. People still love the Quake franchise just as much as Doom. Especially those of us who got our start playing shooters online via Quakeworld. Someone call Trent and get the masters for the soundtrack.

Make it happen id.

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> United Airlines is Trying To Bring Supersonic Back

AP News:

United Airlines aims to bring back supersonic travel before the decade is over with a plane that is currently just an artist’s drawing — even the prototype hasn’t flown yet. The airline said Thursday that it plans to buy 15 jets from Boom Supersonic with an option for 35 more once the start-up company designs a plane that flies faster than the speed of sound while meeting safety and environmental standards. United hopes to carry passengers on the plane in 2029. The airline said the plane will reduce flights between London and the New York area to just 3 1/2 hours and make Tokyo only six hours from San Francisco.

I cant believe it’s been nearly twenty years since we’ve had supersonic flights. I vividly remember the Concorde from when I was a kid but somehow had completely forgotten about it as an adult. Here’s hoping this comes to fruition. I’d love to hop a flight from New York City to London in just about an hour more than it takes me to fly from New York City to Florida.

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> Trump Shut Down Blog Nobody Was Reading

From CNBC:

Former President Donald Trump’s blog — a webpage where he shared statements after larger social media companies banned him from their platforms — has been permanently shut down, his spokesman said Wednesday. The page “From the Desk of Donald J. Trump” has been scrubbed from Trump’s website after going live less than a month earlier. It “will not be returning,” his senior aide Jason Miller told CNBC.

Well that didn’t last long.

From The Washington Post:

A Post analysis of online data late last month found that the site was attracting fewer visitors than the pet-adoption service Petfinder and the recipe site Delish. The blog’s prospects hadn’t improved since, even though Trump had taken to writing on it more, a new analysis of online data shows. But the site rarely gained much viewership: Trump’s entire website, including his blog, merchandise store and donation page, saw roughly 4 million visits in the week ending May 18 from desktop and mobile devices in the United States — roughly half of the week’s traffic for the right-wing websites Newsmax and the Gateway Pundit, according to an analysis by the online-analytics firm Similarweb, which tracks and estimates traffic and referrals for millions of websites. Trump’s supporters also were not racing to share the site on social media. Social engagement across the Web with Trump’s blog — a measure of the likes, reactions, comments and shares on some of the biggest social media sites, such as Facebook, Twitter, Reddit and Pinterest — peaked at 159,000 interactions on its first day, according to data from the social media analytics firm BuzzSumo.

You just hate to see it.

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